Mai Cash posted Apr 13, 12
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Annakin Skywalker,  BioWare,  Dagobah,  Dark Side Cave,  Darth Vader,  EA,  Electronic Arts,  Han Solo,  Jabba the Hutt,  Luke Skywalker,  Padme Amidala,  role-play,  RP,  Star Wars,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR,  Yoda,  Author: Mai Cash,  Force Reflection,  LucasArts,  Star Wars The Old Republic
"That place … is strong with the dark side of the Force. In you must go.”"What’s in there?”"Only what you take with you.”- Yoda & Luke Skywalker on Dagobah, outside the Dark Side CaveAs people, we are very dissimilar to the characters we may look up to in our favorite forms of entertainment. However, we may not notice one particular dissimilarity in our comparisons. While, as people, we may be motivated by love, family, money, friends, or occupation (among other things), the characters we love (and love to hate) often have a great driving force behind their decision making.That driving force is fear.Motivation by fear can be found in several examples across entertainment mediums, and characters who are motivated by fear may be found as more compelling. Motivated by such, characters allow themselves some fun tools to play with, such as instant internal conflict and room for personal growth.In the Star Wars films, Luke Skywalker enters into the Dark Side Cave on Dagobah to face that which he most fears. What does he see? A vision of himself in the trappings of Darth Vader’s armor. Similarly, Annakin Skywalker falls in love with Padmé Amidala and does everything he can not to lose her, only in order to completely lose himself in the process. To throw aside the family ties for a moment, Han Solo—scoundrel for hire—sees an opening to escape Jabba the Hutt, and wrestles with being tied to a cause, falling in love, or otherwise losing what he sees as his freedom as a free-roaming Spacer. Today's Force Reflection wonders, what does your character fear? Does this fear motivate them as a character and drive their personal story?
Mai Cash posted Apr 5, 12
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BioWare,  Chatbox,  EA,  Electronic Arts,  Game Update 1.2,  LucasArts,  Michael Voigt,  Minimap,  Quickslots,  role-play,  Roleplay,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR,  UI,  UI Customization,  Author: Mai Cash

Your interactions with Star Wars The Old Republic may change with Game Update 1.2, with the incoming User Interface (UI) changes. BioWare developer Michael Voigt recently discussed these changes in a video, detailing out the particulars of how the experience in your game may change…or not!How the UI may change is completely player driven. If you enjoy the current UI as it stands, you have the option to continue operating with the current UI without lifting a finger. For those who wish for a bit more customizability with their UI, there are several options. With some easy clicks of the mouse, you can either choose a pre-programmed UI (which may be reminiscent of previous games), or you can be more creative with your customization.Enter the UI Layout Editor. Using this tool, you’ll discover that all of the UI elements are changeable by size, position, or other options specific to the UI element. Quickslots, for example, can be resized in terms being larger or smaller, and can gain greater or fewer slots depending on the player’s need. Additionally, the elements of the UI are not set in stone where they are placed; you can move them to wherever you wish your quickslots, minimap, or chatbox to be on your screen for your own convenience of play. When you have your UI as you like it, it can be saved to your hard drive to upload to other characters, as well as to share with friends as an .XML file. The UI can easily be edited and re-saved, so nothing is set in stone if you find your UI to be inconvenient. To learn more about UI Customization and the other elements coming in Game Update 1.2, visit the Official Star Wars The Old Republic website. Otherwise, you can view the video below.
Tazi posted Mar 31, 12
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Author: Tazi,  EA,  Electronic Arts,  LucasArts,  role-play,  Roleplay,  RP,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR,  BioWare,  Coleman Trebor,  Force Sensitive,  George Lucas,  Jango Fett,  Jedi Master,  Palpatine,  The Force,  Yoda
This persuasive essay would do well to add more Mind Trick, Mr Fett
In the Star Wars universe, few are as powerful as the Force users. Jedi and Sith possess talents and abilities that make them terrible opponents to face. But they are not the only people that populate the galaxy. Strong and fearsome warriors that have no connection to the force are also doing battle in this massive galaxy. But are they on the same level? Can an experienced and skilled non-force user have any chance of defeating a force-user?
This question has posed a healthy level of debate about which is or isn’t as powerful as the other. The debate is healthy for roleplaying because it shows that people care about their characters (and others), are considering how their characters interact with others in the Star Wars universe, and finally, that a definitive answer isn’t necessarily the best thing for roleplaying. I would propose that for any story, it is uncertainty of outcome that drives it, and it is best to have an inconclusive answer. In roleplaying, when one player is an absolute, it leads everyone to that terrible (yet thankfully, usually unrealised) fear of god moding.
Mai Cash posted Mar 30, 12
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Author: Mai Cash,  EA,  Electronic Arts,  Force Reflection,  Jedi,  LucasArts,  role-play,  Roleplay,  RP,  Sith,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR,  BioWare
Some heroes are born, not made. Others have to be formed into the heroes they are meant to become. While some may find themselves striding into a prescribed role comfortably without hassle, others may stumble into it unwittingly through the experiences they've had.
Royalty (even elected royalty) and politicians, such as Queen Amidala and Senator Palpatine, may find themselves suited to their positions; whereas wayward Jedi such as Luke Skywalker must learn and become who they are throughout their experiences. Yet even still, those easily suited for a role such as a Jedi trained as a youngling may find their experiences taking them on a more divergent path than they'd intended, such as the paths of Obi-Wan Kenobi and Yoda.
Even in our own lives, we are often not herded out into the world with a clear idea of our destination, and those of us who still have a journey to make want to ensure exactly who and what we will become. Although our backgrounds may define who we are as people, when we journey out into the brave new world, it is by our actions that define who we are as a person. Similarly, our characters make the same journey. However, our characters sometimes do not come with a premeditated history. Although sometimes they might, our roleplay experiences can change elements of those characters’ historical accounts through interactions with other players’ characters. Or is that not the case for you? Are your characters’ histories set in stone? Are you able to understand from where they came and in which direction they are pointed the moment they step on the screen?
In today's Force Reflection, we ask whether your character steps onto the planet with a fully formed background and history, as well as a destination in mind. Or do you allow your experiences through roleplay guide both your character's development and history?
Bill Tetley posted Jan 13, 12
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Codex Entry,  Coruscant,  EA,  Electronic Arts,  IC Report,  LucasArts,  Migrant Merchants' Guild,  RHS Report,  role-play,  Roleplay,  RP,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR,  Author: Bill Tetley,  Knights of The Old Republic
 It was a night like any other. Kar'ar Sok, an industrial deep-miner salesman, traveled through the Old Galactic Market to the apartment of a long-time friend in hopes of finding him to share stories, a drink, and generally good time. Most stories of old war buddies start the same, but they rarely end in a mugging and spending several weeks in a medical clinic on the Senate level.
CSF police reports initially held that Kar'ar was beaten by a gang of thugs, but upon further inspection from an RHS reporter held that it was no random beating and mugging, but a message being sent to anyone who randomly wanders into the district of one of the most powerful criminal consortium in the galaxy: The Migrant Merchants' Guild.
In the files of all official stations on the planet the MMG is a trade consortium that supports the rights of refugees and non-humans, as well as financially donates to the city-world's reconstruction efforts. It is no secret that the MMG came to power during the food riots, heralding non-humans poor and sick to follow their rules after the security forces pulled out of over packed sectors with high immigrant inflow.
The armed guards that helped control the Guild's resources were responsible for various crimes that no one was officially charged with. Men were beaten for trying to gain more food for their families, women and children all but being treated as objects for forced labor or darker, more carnal desires.
Adding the bribery of Senate officials and the extortion of civilian merchants into their fold, the MMG now fully controls the old Galactic Market as their own sector, the shiny neon billboards and smiling armed Weequay bruisers acting as guards one moment and shaking down shops the next. What little Republic patrols that venture into MMG territory now come fully armed and expecting trouble, the downtrodden people of the Market all but having given up on their personal freedoms that – even at the heart of the Galactic Republic – seem almost impossible to enforce.
Billian "Bill" Tetley, RHN Reporter
Norri posted Dec 2, 11
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BioWare,  EA,  Electronic Arts,  Force Reflection,  Freedon Nadd,  Jawa Juice,  LucasArts,  role-play,  Roleplay,  RP,  Rule of Two,  Sith,  Sith Themed Week,  Star Wars,  SWTOR,  SWTOR-RP,  The Old Republic,  ToR,  Author: Norri
There is no contest to the Sith's dominance of the common people; several class storylines deal heavily on the concept of a person unwillingly serving a stronger, more intelligent master. It's a part of life and most Sith take full advantage of those underneath them without a second thought. Unlike the Jedi, the Sith are fully allowed to take slaves and non-force sensitive groupies and push them to do their dirty work. Whether it's testing a trap in an ancient Sith tomb or fetching a mug of Jawa juice, the big, bad Sith that we've been exposed to since the beginning of Star Wars have had underlings for any purpose their master desires. In The Old Republic, players take the role of a Sith before the famous Rule of Two, leaving the doors open to take on as many underlings or apprentices as possible, much like the notorious Freedon Nadd. This raises the question: who serves your Sith character? Are they slaves, family, friends, or employees? An in-character apprentice you're going to train in real-time? Will your Sith care about their fate or will they express the love of the dark side and see them only as tools? Let us know in the comments.
Norri posted Nov 10, 11
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Darth Vader,  Death,  Death Star,  Electronic Arts,  MMO,  Author: Norri,  Battle Of Bothawui,  BioWare,  Bothawui,  EA,  Emperor Palpatine,  Force Reflection,  Jedi,  Jedi Order,  LucasArts,  Man With No Name,  Palpatine,  role-play,  Roleplay,  RP,  Star Wars,  Star Wars The Old Republic,  SWTOR,  SWTOR-RP,  The Old Republic,  TOR
Death comes for all of us. Darth Vader, arguably the most iconic persona in the Star Wars universe, died in the arms of his son and brought the prophecy of the Chosen One to fruition through giving good ol' Emperor Palpatine a toss into the Death Star's core shaft like yesterday's dirty diapers. A character's death is not necessarily their end, but for many role-players and writers the concept of saying goodbye to their beloved creation is the hardest thing to do. There is no doubt that most of us had to do it at one point or another in our role-play history. Those that have left certain MMO games for good often have had to end a storyline. Be it through the dramatic death of their favorite avatar for several years or the quiet silence of ambiguity like Clint Eastwood's iconic Man With No Name, all characters come to their own creative "death." In the past, thoughts and questions have usually been posed to the present and past about your characters. The question today is about your character's future. " How would your character die?" Are they the gung-ho trooper who wants to go down with half a dozen Imperial holotags around his neck like the Heroes of Bothawui? Maybe they want to take out as many Jedi as possible in order to show the Jedi Order that their teachings are weak and flawed? What, to your character, is worth dying for? Freedom? Revenge? Love? Power? Balance? Toss your thoughts in the comments section!
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